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Chapter 3 big idea
People act effectively by combining memory, environmental cues, constraints, and cultural knowledge
Knowledge in the world
Labels, signs, layout, and reminders; supports first-time use (high discoverability), but can become cluttered or disappear if the environment changes
Knowledge in the head
Learned facts, skills, habits, and conventions; efficient once learned, but requires learning and can be forgotten
Declarative knowledge
Knowing facts and rules (e.g., "the gearshift must be in reverse")
Procedural knowledge
Knowing how: skilled action learned through practice; hard to put into words
Working memory
Limited, fragile memory for the just-present
Long-term memory
Reconstructed memory for past knowledge and experience (not an exact recording)
Natural mapping
A control layout that matches the layout of the objects it controls
Reminder design
A good reminder includes both a signal (draws attention) and a message (what to remember)
Prospective memory
Remembering to perform a planned action at a future time
Transactive memory
A group recalls something together by each person contributing partial knowledge
Norman's three levels of mapping (best to third-best)
1) Controls mounted directly on the item; 2) Controls as close as possible to the item; 3) Controls arranged in the same spatial layout as the items
Penny recognition example
People use coins well without recalling precise visual details; they only need enough to tell coins apart
Saab ignition example
A rule hidden in the head (car must be in reverse to remove the key) fails first-time users because there is no cue in the world
Stove controls example
Poor mapping forces labels and memory; a spatial mapping of controls to burners reduces error
Pilots and air-traffic control example
Critical information is written down or entered into equipment immediately instead of held in memory
Ch. 3 software lessons
Don't make users memorize arbitrary commands; use menus, labels, previews, and persistent state; chunk information; standardize only when better mapping isn't practical
Pitfall: hidden commands depend on prior training
Fix: put key information at the point of use
Pitfall: similar items require unexpected precision
Fix: make differences perceptually obvious
Pitfall: reminders signal but don't carry the message
Fix: pair reminders with content and timing
Pitfall: cultural assumptions treated as universal
Fix: test mappings across cultures and contexts
Best memory aid (Ch. 3 takeaway)
Making memory unnecessary
Review: How can people perform precisely with imprecise memory?
The world can provide cues that work together with knowledge in the head
Review: Benefit of natural mapping in a control layout
It reduces memory load and errors by matching controls to what they affect
Review: Which description matches procedural knowledge?
Knowing how to perform a skilled action through practice
Review: What should a good reminder include?
Both a signal and a message
Review: What does Ch. 3 say about mappings that feel "natural"?
Culture can change what feels natural
HW A1: Shopper uses familiar routines + on-screen instructions at self-checkout
Remembered knowledge and visible information work together to guide action
HW A2: Stating "Borrowed equipment must be returned before 5 p.m."
Declarative knowledge: knowledge of a fact or rule
HW A3: Types fluently without looking but can't describe finger movements
Practice has developed procedural knowledge that is difficult to verbalize
HW A4: Can't draw a coin but uses it correctly
They need enough information to distinguish the coin from relevant alternatives
HW A5: Connector fits its socket only one way
It reduces the physically possible actions the user must choose among
HW A6: Novice prefers labeled menus, expert prefers learned commands
Visible information reduces initial learning but can take time to find and interpret
HW A7: Registration code disappears after an interruption; best fix
Keep the code visible next to the field until entry is complete
HW A8: Runner remembers digits as race times
The digits become meaningful chunks linked to existing knowledge
HW A9: Recalling an old event differently after a new interpretation
Remembering reconstructs and interprets stored information rather than replaying an exact record
HW A10: Arbitrary task codes replaced by goal-based groups
The organization connects new material to meaningful relationships users can understand
HW A11: How to judge a simplified model
By whether it supports appropriate behavior in the situation for which it is used
HW A12: Technician hears settings in sequence (pilot approach)
Enter each setting into the relevant control as it is heard, keeping the values visible
HW A13: Remembering to return a camera tomorrow
Prospective memory
HW A14: Alarm sounds but student forgets its purpose; missing component
The message identifying what needs to be remembered
HW A15: Instructions left in a closed drawer; best fix
Arrange for the instructions to appear when and where the student must prepare to leave
HW A16: Friends recover a restaurant name by combining clues
Transactive memory
HW A17: Team relies on a shared digital reference that may be wrong or unavailable
The aid can improve performance, but accuracy and continued access still matter
HW A18: Four lights in a 2x2 square, switches in a vertical list; best redesign
Arrange the switches in a 2x2 square matching the lights from the user's viewpoint
HW A19: Strongest mapping in Norman's three-level ranking
Mount each control directly on the item it operates
HW A20: Users disagree on natural scroll direction
Their different metaphors (moving text vs. moving window) create different, internally coherent expectations
HW A21 fill-in: Facts and rules a person can state are ____ knowledge
declarative
HW A22 fill-in: Dividing a long digit string into meaningful groups creates memory ____
chunks
HW A23 fill-in: A reminder needs a ____ to draw attention plus a message
signal
HW A24 fill-in: Remembering to perform a planned action later is ____ memory
prospective
HW A25 fill-in: The relationship between controls and the objects they affect
mapping
Laws of UX Part 1: the five laws
Jakob's Law, Fitts's Law, Hick's Law, Miller's Law, Postel's Law
Jakob's Law
(Jakob Nielsen) Users spend most of their time on other sites and products, so they expect yours to work like the ones they already know; use standards and conventions where available
Jakob's Law key takeaway
Innovation should not come at the cost of usability; familiarity reduces learning time and cognitive effort
Jakob's Law examples
Cart icon in the upper right; bottom navigation bars on mobile; underlined/colored text for links; magnifying glass for search
Does Jakob's Law mean you can't innovate?
No; use branding and unique features to stand out, but roll out major changes carefully and gradually (good: Gmail, YouTube; bad: Windows 8)
Fitts's Law
(Paul Fitts, 1954) The time required to reach a target depends on its size and distance; larger, closer targets are faster and easier to select
Fitts's Law formula
ID = log2(2D / W), where ID = index of difficulty, D = distance to target, W = width of target
Fitts's Law design implications
Make frequent buttons larger; place controls near where users already focus; reduce pointer/finger movement; space targets apart; size touch targets for fingers
Fitts's Law examples
Large Submit/Add to Cart button (Submit near the last field); floating action button within thumb reach; controls at screen edges (edges stop the pointer); tiny "X" close buttons are hard to hit
Google Material Design minimum touch target
48 x 48 dp (density-independent pixels)
Hick's Law
(Hick & Hyman, 1950s) The time to make a decision increases as the number and complexity of choices increase
Hick's Law goal
Not always fewer choices, but clearer, better-organized choices; grouping is your friend
Hick's Law design implications
Limit choices at critical moments; group related options; use progressive disclosure (reveal complexity only when needed); highlight recommended actions; remove rarely used options
Hick's Law examples
Streaming content grouped by genre; forms asking essential questions first; a highlighted "Most Popular" pricing plan; a simple nav menu instead of dozens of equal links
Miller's Law
(George A. Miller, 1956) The average person can keep about 7 ± 2 items (chunks) in working memory
Important caveat about Miller's Law
Working memory may be even more limited, so chunking matters more than the exact number; don't treat 7 as a magic number
Miller's Law design implications
Chunk content; use headings, sections, and lists; don't make users remember info between screens; avoid unnecessary tasks; support recognition over recall (show options, hints, visible instructions)
Miller's Law examples
Chunked phone numbers; multi-step checkout (one task at a time); grouped navigation categories; password requirements shown on screen
Postel's Law
(Jon Postel, TCP; a.k.a. the robustness principle) Be conservative in what you do, be liberal in what you accept from others
Postel's Law design implications
Accept input variations (except passwords); fail gracefully with meaningful feedback; maximize interoperability and backward compatibility; ensure predictable, consistent output
Postel's Law caveat #1
Be mindful of maintainability: overly permissive input rules complicate code and documentation
Postel's Law caveat #2
Be accepting, but not too accepting: unsanitized input can open the system to attacks (e.g., SQL injection, XKCD "Bobby Tables")
HW B1: Jakob's Law suggests users…
Prefer interfaces that work similarly to those they already know
HW B2: Shopping site keeps navigation like other popular e-commerce sites
Jakob's Law
HW B3: Fitts's Law is primarily concerned with…
The time required to reach a target based on size and distance
HW B4: Easiest target to click under Fitts's Law
A large button close to the cursor
HW B5: Change that best improves usability per Fitts's Law
Making a primary action button larger
HW B6: Strategy that best reflects Miller's Law
Organizing information into smaller, meaningful chunks
HW B7: Design choice that best aligns with Jakob's Law
Using familiar menu patterns and predictable layout conventions
HW B8: Why a highly original interface causes problems (Jakob's Law)
It increases cognitive load by forcing users to learn new patterns
HW B9: Form requires remembering a long list of requirements across steps
Miller's Law
HW B10: Hick's Law states that…
Decision time increases with the number and complexity of choices
HW B11: Small, hard-to-reach button for a frequent action violates…
Fitts's Law
HW B12: Scenario that best illustrates Hick's Law
A user overwhelmed by 40 filter options in an online store
HW B13: Streaming service cuts homepage categories from 18 to 6
Hick's Law
HW B14: Postel's Law advises designers to…
Accept varied user input gracefully while being consistent in output
HW B15: Date field accepts 10/12/26, October 12 2026, 2026-10-12 and formats consistently
Postel's Law
HW B16: Situation that best reflects Postel's Law
A search bar returns useful results despite spelling variations
HW B17: System rejects valid input that doesn't match one exact format; fails to apply…
Postel's Law
HW B18: Breaking a long onboarding flow into short sections to reduce overload
Miller's Law
HW B19: Miller's Law is most closely related to…
The limits of working memory
HW B20: Decision most likely to increase decision time (Hick's Law)
Presenting many equally weighted choices at once
HW B21 fill-in: Users prefer your site to work like sites they already ____
know
HW B22 fill-in: Larger, closer targets are faster and easier to ____ (Fitts's Law)
select (click / reach)
HW B23 fill-in: Miller's Law is addressed by ____ (grouping into meaningful units)
chunking
HW B24 fill-in: More, more complex choices increase the time to make a ____
decision
HW B25 fill-in: Postel's Law: be flexible in accepting user ____
input